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WoC Mono-god Tactics, as well as seeking other advice.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Plaguelord Titan Princeps of Nurgle






I'm kinda tipping my toes into new waters here, as I havent really played Fantasy before (one intro game with an in-store army. That's about it). While I do have a few armies, I've decided to make Warriors of Chaos my primary army. However, in 40k I tend to run Mono-god, since I know the limitations of each god and how to migate them. Fantasy, however, I do not. Mainly I wanna know how viable is a mono-Khorne Force for Warriors of Chaos? Personally I just like the brutality of Khorne, and have been a patron ever since I started wargaming. My army is going to be composed largely of Chaos Warriors and Chaos Knights, with elements of Dragon Ogres and Shaggoths. The Lord himself will ride on a Juggernaut for that delicious 1+ save and mechanical badassery. My main concern is that Magic is pivotal in the game, and a Khorne force likely wont be running much in the way of magics. Are there good ways to compensate or should I do a mix god force? Thanks.

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Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


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Sterling, Virginia

I don't know, but I think mono-Khorne can work really well. Big K and T are the two main power gods now, with extra attacks and Immune to Psych from Khorne being very handy on halberd warriors and great weapon/flail marauders.

Magic wise, if you can swallow the bile of a feeble magic user, an unmarked level 2 sorc with lore of death or fire and a dispel scroll can probably keep you safe enough until you make contact and start ripping off arms. Magic CAN be pivotal, but it can also fluff, and Warriors and Knights have high enough stats that a lot of the "Test or die" spells don't do a lot to them, so if you can stop 1-2 of those you won't be too badly off I think.


Woad on Celts blog
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in ca
Plaguelord Titan Princeps of Nurgle






Are Great weapons still good? In 6th they still went first when they charge, now it seems that they always suffer the initiative penalty, so I question if the +1 Strength is worth it.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
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Automated Rubric Marine of Tzeentch






MechaEmperor7000 wrote:Are Great weapons still good? In 6th they still went first when they charge, now it seems that they always suffer the initiative penalty, so I question if the +1 Strength is worth it.

On warriors, defiantly not. That lovely I5 now actually means something. Halberds all the way(unless marked by Tz with shields for the lovely +5 parry save)!

GWs are great on Maruaders though.

My local GW is in Springfield Plaza, VA. Ask for Ron.

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Made in ca
Plaguelord Titan Princeps of Nurgle






Wont be running Marauders though, at least not in great numbers. I want my Chosen of Chaos to all wear Chaos Armor.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
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Sterling, Virginia

Yea, Halberds on Marauders with MoK (or Sword and Board with MoT) and GW/flails on Marauders with MoK seems to be the rule of thumb. GW on warriors I don't like for all the reasons Tzeentchling gave.


Woad on Celts blog
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in ca
Plaguelord Titan Princeps of Nurgle






What are some particular good magic weapons for a Khorne Lord on Juggy? I think I have a good idea of what I should get, and I'll write up an army list for you guys to review soon.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
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I see you...






Sterling, Virginia

An 8 point halberd is a pretty good choice I think. Alternately, I really like the Sword of Swift Striking or Rending Sword for rerolls on to hit or to wound rolls. Combine the Rending Sword with Helm of Many Eyes and you reroll pretty much everything, which will help negate a bad fluff. However, that's probably overkill, and you would be better off with either a Halberd, HoME and Ward Item, or SoSS with ward item. Str5 is nothing to sneeze at, after all.

Alternately, a sword of +attacks could be decent as well, but I have never really tried it out, even theoretically. If you roll 1's and 2's like I do, rerolls are probably more important, but then more attacks also increases the average while improving the upside by a good bit, which is probably more important since you are hitting on 3's pretty much all the time.

Also, if you have the points, Stream of Corruption or Angry RAWR are two good and cheap Daemonic gifts. Using a breath weapon in melee gives you a mess of damage, and being able to shout at people in the shooting phase gives you something to do then and can whittle away models with a good armor save.



Woad on Celts blog
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in ca
Plaguelord Titan Princeps of Nurgle






Is it possible to combine the effects of two Magic Weapons?

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in se
Nasty Nob





'Ere an dere

A model can't hold two magic weapons (apart from some SC).

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Pustulating Plague Priest





So, in 7th, people were all for loading out their characters with all sorts of stuff- an equal amount of points spent on regular guys wouldn't do as much.
In 8th, though, that's changed. Characters are in many cases worse than an equal value of their lesser brothers-at-arms. In general, you'll want to keep your characters cheap, if this trend keeps going the way it does. Otherwise, you can simply trust to your Khornate character's already awesome killing power and give them some survivability instead.

The whole great weapon thing (+2S, by the way) is a little weird. Because of the Step-Up rule, Initiative doesn't actually matter unless you lose enough guys to change the number of attacks you're making. With Chaos Warriors, you'll usually run smaller units (15 or 18 is typical), because they're pricey.
If, however, you went with a pretty big block, you could probably go with great weapons and do significantly better in some situations, and a little worse in others.
The main point, though, is that going from S5 to S6 isn't worth the sacrifice, unless you go all-out. And even then, it still isn't always the best idea (neither are halberds, of course, but I'll stop there).

 
   
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Island of Nunya, Nunya business!

The general rule for Chaos is to play to the chosen god's Strength. this can be on a unit by unit basis or for the army.


Tzeench warriors should always have Sword and Shield combo for that delicious 5+ ward in CC. never give them anything that gives frenzy as they lose the Parry save.

Khorne warriors tend to have 2 hand weapons or Halbards.

Nurgle really is personal preference as to how to arm them.

Slannesh units make excellent tarpits because they simply don't run.


Tzeench and Khorne are perhaps the best gods right now. Nurgle is useful, but not as much. Slannesh, aside from tarpitting, can't really do much although having MoS on a giant is fun.



My Tzeench chosen are armed with Halbards to give them a little bite against High T enemies. they also have Favor of the Gods and the Wailing banner for EoTG table shananagins.

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Yes, I play GKs. "Cheese" you say? Take a look at this Terminator, notice he's pewter. Now notice the weight as I termi-sock you. *WACK* NOW!!! I been Playing GKs since their Force Weapons bypassed EW, everyone was WS5, Stormshields ONLY worked in CC, and Justicars cost 50 fricking points each!!! Don't you accuse me of Cheese! I waited for this Cheese and if i am not going to use it against you. Why I aught to shove it in the heater grates and turn the Thermostat up to 70 degrees. CELSIUS! TAKE THAT

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Sterling, Virginia

I don't know that I would say Slaanesh troops tarpit particularly well. They are not stubborn, and only get immunity to Panic, Fear and Terror, so they break from combat res just as well as the rest. Kind of a bummer really.


Woad on Celts blog
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Pustulating Plague Priest





Agreed. Poor Slannesh. Guess you'll have to settle with Marauder Horseman and Giants. Maybe a Warshrine that's a big opium-orgy tent on wheels...

I think Tzeentch has it the best, in terms of competitiveness and variety, when it comes to dedicating a whole army to one god; he gives you good stuff, and he gives you everything. Nurgle is the same way, but (sadly) lackluster (though, really, I think Nurgle warriors are the equal of Tzeentch ones. It's the 3+ Chosenstar where things get a tad bit unbalanced).

Khorne is very good, but it really limits your army. An opponent who glances at all that red and bronze is going to know what to expect. But that's not to say he'll be able to stop you. The Blood God is, as said, probably the best to center your force around, though you might get bored.
Of course, if you do, you're clearly not dedicated to Khorne.

 
   
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Sterling, Virginia

Actually, if I HAD to pick, and really wanted spells (so no Khorne) and didn't like Tizz because blue doesn't go with my shirt, I would pick Slaanesh.

Nurgle is pretty cool, but with the most expensive mark is WAY over priced for what he does. The mark does nothing against most opponents (only matters if the opponent has WS 5/6 vs Marauders/Warriors, and only affects BS shooting, not stone throwers etc.) and the spells are neat but not worth that differential. (Though having Fear pop and make the enemy arguably unable to attack is cool.)

Slaanesh on the other hand gives decent little immunities for a low points cost and has a really nice lore, with a top spell that compares favorably to any of the rule book lore's unit killing spells at a dirt cheap cost in particular. Plus you get to ignore a lot of the irksome Panic causing weapons, like Hellcannons, Tomb King catapults and the various "Everyone take a panic check" spells and abilities (which is also one of the Slaaneshi spells.)

This message was edited 1 time. Last update was at 2011/02/04 18:25:06



Woad on Celts blog
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
The Conquerer






Island of Nunya, Nunya business!

i have considered running a Level 4 Nurgle sorceror along with my Tzeench force.

Curse of the Leper and Fleshy Abundance are pretty useful spells.

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('')_('') This is Bunny________ This is bunny after a Thunderstomp
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Founder of the GFMGL society(Gamers for Marines Getting Laid), donate now and help all marines enjoy an active sex life. We also provide a comprehensive dating service for any loyal servent of the God Emperor, browse our photo collection. Lonely Marines, desperate Sisters, and Guardsmen and Guardswomen that are just looking for companionship.

Yes, I play GKs. "Cheese" you say? Take a look at this Terminator, notice he's pewter. Now notice the weight as I termi-sock you. *WACK* NOW!!! I been Playing GKs since their Force Weapons bypassed EW, everyone was WS5, Stormshields ONLY worked in CC, and Justicars cost 50 fricking points each!!! Don't you accuse me of Cheese! I waited for this Cheese and if i am not going to use it against you. Why I aught to shove it in the heater grates and turn the Thermostat up to 70 degrees. CELSIUS! TAKE THAT

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Space Wolf army.  
   
 
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